High: Difference between revisions
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This flag determines whether this [[Projectile|projectile]] can ignore | This flag determines whether this [[Projectile|projectile]] can ignore or will impact walls in its path. If 'no', the unit firing it may decide to only fire once it finds a firing location not obstructed by walls, based on its [[Verses|warhead statistics]]. | ||
==In {{ra2}}== | ==In {{ra2}}== | ||
Revision as of 12:28, 12 April 2025
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| Flag: | High |
| File(s): | rules(md).ini |
| Values: | boolean |
| Default: | no |
| Applicable to: | Projectiles |
This flag determines whether this projectile can ignore or will impact walls in its path. If 'no', the unit firing it may decide to only fire once it finds a firing location not obstructed by walls, based on its warhead statistics.
In Red Alert 2
For targeting objects beyond walls, it has been superseded by SubjectToWalls, and SubjectToElevation. It does not have any effect when firing through buildings however.
For MissileSpawn types, High=yes will also affect how and when AA defenses can acquire it as a target. It may also have some effect on trajectory, such as the apex of a ballistic arc.
Bugs/Side-Effects/Unexpected Limitations
Buildings can't block units firing at targets beyond them, whether they are passable or not.
- Ares can fix this with additional projectile tags, See: https://ares-developers.github.io/Ares-docs/new/buildings/solidbuildings.html





